#pragma once




struct Vector2d
{
	float xComponent, yComponent;
	
	Vector2d(): xComponent(0), yComponent(0)
	{}
	Vector2d(float xComponent, float yComponent): xComponent(xComponent), yComponent(yComponent)
	{}

	Vector2d operator=(Vector2d v)
	{
		xComponent = v.xComponent;
		yComponent = v.yComponent;
		return v;
	}
};

Vector2d rectsOverlap(float x1, float y1, int w1, int h1, float x2, float y2, int w2, int h2);
bool rectanglesOverlap(int x1, int y1, int w1, int h1, int x2, int y2, int w2, int h2);
class CollisionObject
{
private:
	//bool isDynamic;
	int width, height;
protected:
public:
	CollisionObject();
	CollisionObject(int width, int height);
	~CollisionObject(void);

	Vector2d collide(float xCalled, float yCalled, CollisionObject* o, float xOPos, float yOPos);

	int getWidth();
	int getHeight();
};

